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Version 12.3.4 Full Changelog
- Updated localization files
- Added a slider to adjust the intensity of the screen effect when hit with slowdown or knockback
- Option can be found in Options > Mod Options > Resmod Options > HUD/UI Options > More HUD Options
Brooklyn Bank
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Removed Winters from Brooklyn Bank
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Brooklyn Bank's endless assault now triggers regardless of being in Pro Job or not.
Ukrainian Prisoner
- Fixed a potential crash when moving to the second half of the map.
Election Day
- Tweaked scripted spawns.
Firestarter
- Changed default player outfit.
Henry's Rock
- Moved hackboxes back to their original positions.
Wetworks
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Fixed collision on the 4 metal stairs so players won't get stuck on them.
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The C4 trap objective will only start when a player is in the area around the door.
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Bots will now follow the player into the basement.
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Bots will no longer kick open an already opened gate.
Burnout
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Re-enabled the heist.
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Fixed the unbaggable money.
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Changed objective flow to encourage using the camera laptop (first objective tells the player to find the laptop. Objective is completed when player stands next to the laptop or picks up a server).
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Added a waypoint for the whiteboard (appears 5 seconds after exiting the truck, disappears once all servers are secured).
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Added a waypoint for the camera laptop (appears when player stands next to the laptop or 60 seconds pass without player finding the laptop, disappears when all 3 servers are secured).
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Added a waypoint for the gas cans.
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Added heavy delays on enemies spawning from the main gate and medium delays on enemies spawning from sides.
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Added rear spawn locations with no delays.
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Fixed the blackhawk sniper floating sometimes.
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Fixed one spot where an enemy could rappel into an obstacle.
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Fixed player collision on stairs (prevents getting stuck).
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Changed the briefing text to clear up the plan.
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Fixed that one civ just standing there.
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Captain Spring can now spawn.
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Other minor changes.
Undercover
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Changed default player outfit.
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Reduced Sniper spawns, now scales with difficulty.
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Vents now only spawn cloakers.
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Fixed issues with the limo staying open.
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Fixed Taxman repeating his chair line.
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Added a failsafe for Taxman getting stuck in the intro.
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Fixed cops being hostile to the undercover agents.
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Fixed Bob (the civilian) not fleeing correctly.
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FBI agents in the intro will now properly participate in assaults.
Hotline Miami
- Yellow Gates can now be opened with shaped charges.
- Crew AI equipped with LMG/MMGs will more frequently lay down fire over all ranges
- Crew AI equipped with SMGs will more frequently lay down fire in close range
Increased critical damage back to 100%; adjusted some crit chance skills to compensate for having more impactful crits (expand for more details)
Unseen Strike
- Lowered Crit chance (15% > 10%)
- Lowered as to avoid granting too many crits given how passive this skill is
- Raised Basic effect duration (0.01s > 0.2s)
- So you're not completely screwed out of the skill when getting shot milliseconds before you attack
- Lowered Aced effect duration (4s > 3s)
Low Blow
- Lowered the crit chance on attacks from behind (50% > 35%)
- Lowered as to avoid granting too many crits given how passive this part of the skill is, even as a T4 Ace skill
- IMO this is what got crit damage nerfed to 50% in the first place* since this nearly guaranteed crits when used in tandem with Unseen Strike
- *That and crits no longer being nearly exclusive to dodge builds
- IMO this is what got crit damage nerfed to 50% in the first place* since this nearly guaranteed crits when used in tandem with Unseen Strike
- Lowered as to avoid granting too many crits given how passive this part of the skill is, even as a T4 Ace skill
Rifleman
- Reduced the range and accuracy bonus (15-30% > 10-20%)
Iron Man
- The Basic skill is now required to be able to parry Shields; Titan Shields and Cpt. Winters cannot be parried
Stockholm Syndrome
- Fixed clients being able to soft-lock heists by calling escort targets to revive them
Muscle
- Changed panic chance to be based off of a skill value instead of a per-weapon basis; no changes gameplay-wise
Sociopath
- Added a 20% stamina regen that's triggered alongside the HP regen on melee kill
Copycat
- The panic chance given by mimicking Muscle has reduced effectiveness (5% > 1%)
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Stowing a low mobility weapon to switch to a high mobility weapon will be faster and vice-versa
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i.e. with a low mobility primary and a high mobility secondary:
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BEFORE: switching off your primary has you stow your primary slowly and pull our your secondary quickly; switching off your secondary has you stow your secondary quickly and pull our your primary slowly
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AFTER: switching off your primary has you stow your primary quickly and pull our your secondary quickly; switching off your secondary has you stow your secondary slowly and pull our your primary slowly
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Added 2 internal mods
- Burst kit for the Glock 17 (something something Rush B)
- Hyperburst kit for the AK12 (we have AN94 at home)
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Altered Vanilla Mod Pack's "Canted Aim" secondary sight to work as a point-shooting mode; while active:
- ADS speeds are 25% faster
- ADS movement speed reduction is reduced by 50%
- ADS accuracy gets a large reduction (for reference, base ADS spread is 0.08 - point shooting spread is approximately 1.05)
"New" Iron Sights Attachments
Added the irons sights as seen on some weapons as separate attachments
The iron sights as seen on the KSG and Vector are available to:
- Striker
- P90
- AUG
- SKO-12
- Saiga All of these weapons can also use the KSG's Magpul BUIS that came with the release of the Gage Shotgun DLC
The fixed iron sights as seen on the Airbow are available to:
- R700(*)
The flip-up iron sights as seen on the CAR-4 are available to:
- TTI AR-10
- Also allowed it to use the SAINT Victor's iron sights
The flip-up iron sights as seen on the XM25, MPX, CZ BREN and some other weapons are available to:
- FAMAS(*)
- MSR(*)
- Also allowed it to use the SAINT Victor's Irons
- R93(*)
- M95(*)
- DT SRS(*)
- R700(*)
- VHS
- P90
(*) Marked weapons no longer bum the iron sight attachment off the Model 70; they replace it as an option. Apologies for any weapons lost due to the removal of the Model 70 iron sights from the marked weapons
Beardlib Custom Weapon Support
Added support for the following custom weapons:
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RJC9000's weapons:
- MW2019 PKM
- Vanguard "PTRS-41"
- BO6 Goblin Mk2/RMC No.2
- L119A2
- The weapon had built-in support and only a few fixes were applied like reload timers, sight alignment and default attachments appearing in menus and/or having stats
- L403A1
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Hylie's weapons:
- MW2023 Haymaker/Origin-12
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Tangerine Paint's weapons:
- CZ Accushadow II (but actually and not the weird "Czech 92" we got that's built on the Auto CZ-75 concept)
Bug Fixes
- Fixed "chainsaw" type melee weapons not counting as melee for the purpose of skill/perk activation conditions
- Fixed shooting with a deployed bipod blocking several inputs
- Fixed being unable to switch between multiple sights if using the sprint toggle option while downed or using a bipod
- Fixed another occurrence where loss-of-input could occur with weapons that have a firing delay
- You are now always capable of sprinting; when reaching low levels of stamina you will instead continue to sprint while "fatigued"
- Sprinting while fatigued will only have you sprint at 25% of your standard sprinting speed
- Relative to sprinting making you move 65%~ faster than walking, sprinting while fatigued will only have you move 20%~ faster
- Moving Target Aced's dodge gain from sprinting is halved when sprinting while fatigued
- Sprinting while fatigued will only have you sprint at 25% of your standard sprinting speed
Interactions with Solo Queue Pixy's "Advanced Movement Standalone" mod
Did a whole slew of changes to AdvMov when used in tandem with ResMod:
- In relation to the sprint changes above, you cannot initiate slides, wall stunts or kicks while fatigued; you will retain an active slide or wallrun if you fall below the stamina threshold (the red line on the stamina bar if you have it enabled) during one.
Kick Adjustments
- Lowered base damage (180 > 60)
- Lowered base knockdown (200 > 120)
- Doing a wall kick gives a 2x mult, a slide kick also gives a 2x mult, doing both grants a 4x mult
- Sprinting kicks (if enabled on AdvMov's end) have a 0.5x mult to damage and a 0x mult to knockdown
- Sliding kicks that kill the target(s) you hit no longer bounce you back
- Non-sliding jump/wall kicks will always bounce you back
Slide Adjustments
- You can no longer slide on the near instant you start sprinting; you must be sprinting for at least a little bit before initiating a slide
- Consecutive slides have a fixed cooldown of 800ms instead of having a 1 second cooldown that scaled down the greater the directional difference of your next slide vs your previous one
- Pro-jobs no longer bar you from cancelling a slide early by standing (or sprinting as that also makes you stand up) and will now instead drain a chunk of stamina and apply a brief slowdown penalty; the new penalty is also not exclusive to Pro-Jobs and is present for standard heists too
Dash Adjustments (and a pretty major fix)
- Fixed dashing using the wrong keybind ID; you can actually dash now
- Fixed and normalized diagonal dashes granting more distance than fully straight/horizontal dashes
- Attempted to fix dashing down inclines sending you flying off the ground
- While the likelihood is reduced, it can still happen
- Disabled the ability to dash forwards; forward diagonal dashes will be filtered to be a flat left or right dash, depending on direction
- Added a toggle to enable dashing backwards if holding a straight forward input
- Disabled the melee aspect of dashing
- Dashing will allow you to avoid direct weapon fire (any hitscan weapon used by enemies) and melee attacks for a short period of time; avoiding attacks this way will not trigger any dodge related skills
- A portion of your dodge grace period is added to your dash grace period, to a cap
- Dashing with a flashing dodge meter will raise dash grace period cap and all of your dodge grace period (+ an extra mult) is added to it
- A custom screen border effect will show and last for the duration of your dash grace periods: base opacity of the effect can be changed in Mod Options
- Performing consecutive dashes too quickly will eventually result in fatigued dashes that have reduced effectiveness and drain dodge
- The number of consecutive dashes you can perform before dash fatigue sets in scales with encumbrance
- Your last effective dash in a chain as well as the fatigued dashes following it will have different screen effect colors (fatigued dashes will also lack a sound cue)
- The number of consecutive dashes you can perform before dash fatigue sets in scales with encumbrance
- A portion of your dodge grace period is added to your dash grace period, to a cap
Wall Stunt Adjustments
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Wall stunts now reset your fall origin for the purpose of fall damage calcs
- Doing wall jumps to go to a lower level will no longer hurt you upon landing on the ground
- Doing wall jumps to a high position without landing and then falling from there will now hurt you like any other fall
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Starting a wall run will now make you stand up; if you cannot stand up, you will not start the wall run until you're able to stand up
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Crouching no longer initiates a "slide" during your wall run and will instead cancel your wall run; mainly done to circumvent some issues I haven't been able to fix
- Its still possible to combo slides with wall stunts, just after you jump off walls
- Reduced Titan Sniper spawn caps and slightly reduced their rates on Deathwish and Death Sentence Difficulties.
- Slightly increased the damage of the Deagles used by Marshal shields so they're at least somewhat competitive compared to their regular variants.
- Slightly lowered Titan Sniper HP.
- Captain Winters can now spawn with LMG wielding Titandozers on DS Pro Job.
- Increased the melee damage and push force of Captain Spring and the Horseless Headless Titandozer From Hell.
- Increased the melee damage and push force of Skulldozers.
- Increased the melee damage and push force of Titandozers.
- Amplified Response can now reduce spawns by half.
- Fixed a crash with Double Trouble.
- Snowman Dozers now replace Skulldozers during January (if Holiday Effects are enabled).
- Fixed the audio fadeout when being targeted by Snipers and Titan Dozers not applying to BeardLib music.
- Fixed a crash relating to OMNIA support squads on relevant heists (Wetworks, Burnout.)
- Potential fix for edge case of the ASU crashing the game when buffing a unit that can be blown up (Flamer etc.)
- Fixed Black Dozers not being counted on heist-end statistics.
- Fixed not being able to buy masks with continental coins.
- Fixed Chainsaw weapons not properly counting for relevant melee skills/perks.
- Fixed Sensor Trip Mines not correctly syncing marks to other players during stealth.
- Fixed the player being able to parry Spring/Headless Titandozer from Hell's melee attacks.
- Fixed Titan/Bravo Burn Death voicelines.